D Dofus Touch Detonado

Klime's Private Suite

Salons privés de Klime

Level 190 gigantic soul stone [-63,-86]

Requirements: Have access to Frigost 3 by defeating the Celestial Bearbarian.

Monsters

Leatherball

Leatherball

Cuirboule

Lvl 200 to 212

6000–6600 HP 12 AP 1 MP
42–46% -40–-36% 3–7% 5–9% 15–19%
Spells
NameDescriptionRange
Oddball Maboule Pulls the target in, then pushes it back 10 cells. If the Leatherball hasn't used any MP, the spell deals around 1,000 Earth damage; otherwise, only the pushback damage applies. 0 à 11
Swelling Gonflage Applies a Water poison that deals around 200 damage per MP used by the target. 0 à 6
Puff Bouffée When a target fails to escape from melee, the Leatherball gains around 600 damage — 800 on a critical hit — and recovers around 600 HP. 1
Dumple

Dumple

Grodruche

Lvl 200 to 212

6000–6600 HP 12 AP 3 MP
4–8% 42–50% 11–15% 19–23% -34–-26%
Spells
NameDescriptionRange
Vomito Deals around 600 Earth damage as lifesteal in melee and applies the Gravity state for 1 turn. 1
Nerveherder Nerf de boeuf Pulls the target into melee and deals around 600 Water damage to it. 0 à 6
Rapid Digestion Digérer pour mieux régner Makes the Dumple unmovable for 2 turns and applies Transit. When it is hit, characters and monsters within 4 range gain 2 MP and 50 Lock; characters and monsters at 5 range take around 300 Air damage. — · cercles de 4 et 5 PO
Harrogant

Harrogant

Lvl 200 to 212

6000–6600 HP 12 AP 4 MP
-31–-27% 10–14% 20–24% 5–9% 30–38%
Spells
NameDescriptionRange
Disdain Dédain Deals around 500 Neutral damage on 2 cells in a line, pushes back 4 cells and does not require line of sight. — · ligne de 2 cases
Leathercut Coupe-cuir Deals around 500 Air damage as lifesteal, at range and in a line. Removes 4 range for 2 turns — 5 on a critical hit. — · ligne
Pride Fierté Applies Insolence. When it is hit, characters within 6 range take around 500 Earth damage and monsters in the same area are healed for around 800 HP. — · cercle de 6 PO
Putchup

Putchup

Peunch

Lvl 200 to 212

6000–6600 HP 12 AP 7 MP
10–14% 13–17% -38–-30% 41–45% 1–5%
Spells
NameDescriptionRange
Huppercut Ioupercute Can only be used in melee, on two characters per turn. Its damage scales from around 0 at full health to nearly 2,000 near death, and the spell removes 8 dodgeable MP. 1
Sir Cular Cire culaire Hits every character located exactly 2 range away with Fire lifesteal for around 400 damage, and steals 100 Intelligence for 3 turns — 150 on a critical hit. 2 · anneau à 2 PO
Tyzone Tayezone Applies the Weakened state and removes 100 Dodge — 150 on a critical hit — from characters within a 3-cell area around the Putchup. — · cercle de 3 PO
Asteraw

Asteraw

Empaillé

Lvl 200 to 212

4900–5400 HP 12 AP 2 MP
15–19% 11–15% 40–44% -30–-26% 20–24%
Spells
NameDescriptionRange
Taxidermy Taxidermie Deals around 450 Neutral damage in a line, pulls in and turns the target around, applies the Gravity state and removes 6 dodgeable MP — 12 on a critical hit. 0 à 8 · ligne
Mulching Paillage Leaps up to 3 range away and deals around 450 Air damage plus 40% erosion to characters adjacent to the landing cell. 0 à 3 · autour de la case d’arrivée
Gunny Sack Gros sac Grants 1,000 damage to the Asteraw and applies the Gravity state to it on the following turn.

Rooms

A very simple room: kill the Putchup first, then stay out of the lines while killing the Asteraw, then the Leatherballs.

Room 1

You are now in a side room: activate the chandelier to reveal the secret passage in the fitting room and get through.

Room 2

Room 3

Boss

Klime

Klime

Lvl 220

13000–19000 HP 20 AP 6 MP
14% 27% 16% 9% 25%
Spells
NameDescriptionRange
Musical Glyph Glyphe musical Grants 100 Lock and 300 damage to Klime or one of his allies.
Moustache Trimmer Cuir moustache Applies a stackable Fire poison for 3 turns that deals around 150 damage. The spell is cast in a line, without line of sight, and pulls the target all the way to Klime. — · ligne
Moustachio Moustacheron In melee, deals two lines of around 150 Fire and Air damage, then a Neutral line whose damage increases as Klime loses HP. 1

Dungeon mechanics

The glyphs

Permanent effect: Carcassetagne

At the start of its turn, each monster places a glyph on the cell it is standing on. This mechanic is inactive during the first two turns, but becomes mandatory from turn 3 onwards.

At the start of the fight, all characters receive the Peau Lisse effect for 3 turns. This effect protects them from the instant death caused by Carcassetagne.

From turn 3 onwards, ending your turn on a glyph triggers Galuchat and renews Peau Lisse. A character who plays after a monster must therefore have Peau Lisse when that same monster starts its next turn. Otherwise, they are killed instantly.

In practice, if a character ends their turn 3 off a glyph after a monster other than Klime has played, they will be killed on turn 4 when that monster plays again, provided it is still alive. Klime is only taken into account in this system from turn 5 onwards.

How the glyphs work

Removing Klime's invulnerability

To make Klime vulnerable, you must push an ally against him. Pushing Klime against an ally does not work. The principle is the same as the one used against the Obsidemon.

Preparing the team

Whenever possible, arrange your initiative order by alternating:

The positioning character can then take the previous character's spot while freeing up a glyph for the next one.

Recommended kill order

  1. Dumple: its Unmovable state can quickly block the team's positioning.
  2. Asteraw: its heavy MP removal can prevent a character from reaching a glyph.
  3. Leatherball: its single MP greatly limits its movement, so it can be saved for last.

Defeating Klime

Klime becomes particularly dangerous as soon as his HP starts to drop. Two approaches are possible:

Note: Klime seems to prefer going around summons to reach characters. A summon with a lot of Lock, such as a Pandawasta or a Sram's Double, can therefore be placed in melee with him to make him lose AP while he moves.

Achievements

Nomad

A fairly tricky achievement, since you have no control over where the glyphs are placed. Make sure every one of your characters has 6 MP, and that you bring a Pandawa and ideally an Eniripsa.

Pusillanime

A fairly simple achievement: just watch out for the monsters, especially once you start ending your turns on the glyphs. Positioning characters are once again recommended. Completed with a team made up of a Sadida, a Pandawa, an Eniripsa and a Iop.

Duo

As you will have gathered, the Pandawa is your friend in this dungeon. The strategy consists of taking a tank Pandawa (high Recommended setup

This strategy relies on two complementary characters:

From turn 3 onwards, the Pandawa must carry the healer to protect them. It can also use this maneuver to free up a glyph when its partner cannot do so themselves.

Using Stabilization is strongly recommended to prevent the healer from falling off the Pandawa.

Positioning before attacking Klime

Start by eliminating the other monsters. Once Klime is isolated, the Pandawa must carry the healer and stand one cell diagonally from the boss, i.e. at 2 range.

The fight can then follow a cycle alternating between two types of turns.

Turn A: make Klime vulnerable and attack him
  1. Klime comes into melee with the Pandawa, hits him and stays in contact.
  2. The healer dismounts behind the Pandawa.
  3. They cast Release to push the Pandawa against Klime and make the boss vulnerable.
  4. The healer then moves to the cell where Klime started his turn, one cell diagonally from the Pandawa.
  5. The Pandawa pushes Klime back one cell, attacks him, then picks the healer back up.
  6. The Pandawa ends its turn on the cell previously occupied by the healer.
Turn B: healing and preparation
  1. Klime comes back into melee with the Pandawa, hits him and stays in contact.
  2. The healer dismounts to heal the Pandawa and use their support spells: shield, poison or mastery.
  3. They then move to the cell where Klime started his turn, one cell diagonally from the Pandawa.
  4. The Pandawa pushes Klime back one cell.
  5. It casts Souillure and Vulnerability, then picks the healer back up.
  6. The Pandawa ends its turn on the cell previously occupied by the healer.
Adapting the cycle

If the healer has another way besides Release to push the Pandawa against Klime, you can chain only A turns and make the boss vulnerable every cycle.

Towards the end of the fight, the healer can also devote all their turns to healing if that becomes necessary to keep the Pandawa alive.

Watch out for Klime's behavior

An issue with Klime's AI prevents this technique from working properly with certain classes. When a Sadida is carried — and potentially some other classes — Klime does not always stay in melee with the Pandawa.

The strategy notably works with an Eniripsa, a Sram or a Iop, and probably with several other classes as well.

End of the dungeon

Talk to Klime to leave the dungeon.